Please enjoy, these are are renders from the work I'm currently doing in a group project of the street level for a game. It's being built in Max for the Torque Game Engine. We'll have the single level demo available for download by the end of the year. So far it's taken a few months of planning/research/concept art and a few months of development to get it to this stage. All thoughts always welcomed.
panoramic render for skybox
Corner motel with fallen crane
Reverse angle looking out over the motel
well everything in the building is built in a "less is more" fashion. I was just keeping with the stark, clean, simple style we were using.
As for it not reaching the bottom, yes you're right, if it weren't for it being able to retract into the ceiling like it does, it wouldn't. I'm not saying you're wrong but just that it isn't meant to be a focus. I probably could have spent more polys on it if it were more of a focus, but the focus of the room is the body that will be lying on the table. As the room is rather tight also, not many people will be noticing the tray extractor unless they make an effor to look up.
nah that's cool man, I'm happy I got a response. I should really display some hydrolics or something on it anyhoo, but I didn't wanna spend too much time on it. I should put some kind of body in there really to suggest that's what the focus is on. Usually I do that with lighting but everything is just so brightly lit throughout this level (we were going to try and get all the white walls almost pulsing with light but we will have to experiment with that in Torque next year).
This is an interior I was creating for the end of the level we are working on for this project, but alas we are not going to be able to include it in this first demo.
just as a point of interest, all of the shadows are in the textures so this scene could be lit by a single light.Savarn2006-11-12 20:39:22